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Booklight12

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About Booklight12

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    Conduit of Enlightenment

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    booklight12

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  1. Thanks for the input, I removed their mention in the path of darkness and moved them to path of lore.
  2. I never know what name to OOCly call characters who've changed their name.

    Edited by Booklight12
  3. Whats the average IQ of an LOTCer?

    Edited by Booklight12
  4. I mean i'm not going to blame staff entirely for the actions of the people who use this platform to roleplay; Most of the murderhoboing [CAs] and [MAs] exist from a time before most of the current ST were even apart of the system; and these pieces of lore persist because (Besides the murderhoboing aspect) they have provided roleplay that is consistently beyond the quality of the average lotc roleplay experience. I think what would be best in that instance is to just make an ST ruling which bars new submissions and any rewrites from having a mechanic which encourages murderhoboing; or direct murder in general to achieve a particular goal. (Yes we can have dark magic that plays on other themes than murder) Regarding the main point of the the post; I agree that murder needs to be a tool used on special occasion outside of raids and warclaims. But in order to have any type of real rule-based server change we would require staff intervention and a complete rewrite to our rule-system. These things take time and given that this topic has been brought up multiple times there's likely not a novel solution any of our staff can think of that is also simple to implement. Most proposed ideas say things along the lines of "We should have lives" "We should make a death application to be reviewed to tell us if our chars are pk'd based on the rp" but all boil down to adding more staff bloat; which staff as a general concept never like. So, the only solution is to manipulate RP culture by convincing most characters not to kill and/ or create severe IRP penalties for people who kill. Or to discover that needle in the haystack rule which is both simple and effective at reducing the amount of murders which occur on lotc whilst also improving the general RP quality surrounding the death. One idea I have would be to require a "tell" emotes which indicates to the person you are RPing with that your character has some type of malevolent or unnatural intent towards their character, but have yet to spot your character or initiate their plan. Something along the lines of; *A band of 3 brigands walk along the road surveying every knook and cranny for something, or perhaps someone; though as they draw closer they have yet to see [Persona name of target]*. If they continue to rp as they were and ignore the tell emote they are then liable for all RP which ensues after; but if they rp running away or hiding from the murderous threat then they are not liable to be murdered so long as they avoid the conflict.
  5. The slippery slope argument is so overused

     

    1. Borin

      Borin

      That's because people use it once then they can't stop. It's a slippery slope, see.

    2. ClassyDryad

      ClassyDryad

      Watch it, that's a slippery slope to more slippery slope arguments 

    3. NotEvilAtAll

      NotEvilAtAll

      The "slippery slope argument is so overused" argument is so overused

  6. Link to the beat I made last night

    Edited by Booklight12
  7. How do you keep RP from getting stale after 4 years of being on this platform?
  8. Update - Reworked the immortality system for sake of simplicity by removing reincarnation in favor of a lich phylactory type of spell. - Added the Soul Strike, Spirit Bolt, Changeling, and the Mana Cleanse abilities - Removed Horror Summoning and Hollow creation spell - Tone/aesthetic change - Added all redlines - Renamed Spells - Included an interaction for Veil Watchers using Mana Sight - Additional minor changes to the grammar and overall structure of the lore piece
  9. - Total mages reduced from 10->7 - The procreation bit was replaced with The Dreamers Welcome - Redline added to Oment requiring players to MCly be on the server and performing The Ciw in order to use Oment. -Will likely need to make a Creature lore post on horrors if this were accepted. - Adding a redline that reincarnated Av'talar under the age of 16 are not subject to the PK clause. While it isn't the most lore-friendly answer to this problem, I think it's a fair compromise to prevent people from perma-killing children. - The age reincarnated Av'talar regain their memories/abilities has been changed from 18->16 -Omitted adding redlines to Walking Echo for the time being, but will add redlines as more issues pop up in the coming days. - And added the [T#] to each spell
  10. It's like a time-capsule that I don't plan on opening Noted
  11. The Inheritance of the Void [Origin] The Æther and the First Voidal Seed Long ago there was a settlement of elves who departed Aegis before the second Iblee’s War. By boat these elves traveled distant shores and settled upon a fertile land filled with dense forests, plump fruits, and a range of climates granting the weather of all seasons. Most importantly, land was in ample supply and gave room to grow for future generations. Days before finding the land, one of the groups seer claimed a great voice fell upon her while dreaming, and that the next land they find will be a great land fit for their descendants. So, when they landed on shore, the fleet of elves built an imageless shrine to this mere voice and praised it among the myriad of aengudaemons which made up their pantheon. Despair would soon spread among the settlers. Unaccustomed to the foreign soil, the elves trekked carefully along the forests near the fleet's landsite. Despite their caution, fear caught the community when young Tir'Laurir’s body was found scattered amongst branches of the forest's trees in a display for all to see. It wasn’t long before Laurir’tir’s death that the settlement discovered the horrors of the lands they dwelt in. In voidal hollows, where the veil was thinnest the horrors emerged en masse. The ancient evil awoke and groaned with gluttonous hunger for the descendants who landed upon their shores. But the leaders of this elven settlement were wise. They knew that they could not defeat this threat on their own, so they bid their people to call upon the focus of their worship to aid the settlement in defeating this unknowable foe. Try as they might, it was for nought.. The vines, and great forest beasts which protected the followers of the aspects were not enough to push back the waves of fire magic pouring from the horror pyromancers. The devout healers and clerics of Tahariae could not mend the voidally wrought wounds which scarred the souls of those who encountered the horrors. All groups praised their idols, and received plentiful reward, but none powerful enough to wipe the constant fear of a final voidal incursion that would destroy the settlement. Five generations passed, with new mali being born into fear and desperation to survive, yet the elves were strong. Fighting the horrors led to the creation of a powerful military which grew in size with each generation who wanted to fight back the tides of horrors and claim more land for their kind. And it was when the peoples spirits were low when they remembered the voice which made them cling to the teet of this new land. That night, Abradea the son of the seer who first heard the voice, slaughtered a goat beside a fire and let the flames lick its body asunder as a burnt offering. The fire froze and took on a pale white color before steps emerged which led to the clouds. Abradea climbed the steps all night, and emerged in the morning carrying a book called The Æther. Within was a series of tales both short and long, wise sayings, and secret myths. Enamored by the strange book plucked from the heavens, Abradea went and read it, finding many secrets woven within the text in a code-like manner. Deciphering it was not without challenge, but as Abradea grew he learned the secrets within and became the first Inheritor of The Void. Using the secrets hidden within The Æther, Abradea astounded the people who quickly began to follow the voice as the primary focus of their worship over the aengudaemons in their pantheon. When the fever for The Voice grew so great, a stone monolith was erected in The Voice’s name and 15 sheep were slaughtered to appease him. This pleased the voice, who came down from on high and made this monolith its dwelling place. As the praise of The Voice grew, so did the boundaries of the elven nation. The secrets within The Æther gave the elves the tools to push the voidal horrors to their hollows which were embedded deep underground. Though unable to close it completely, they sealed the hollows away with great enchantments until a time when the secret of cleansing hollows would be revealed to the voidally attuned. And so, even more generations passed, and after the flight of war ascended from the minds of the elves, time took its course and The Voice’s worship ended. The great stores of power granted to the elves dried up, and so did the great enchantments placed upon the seal holding back the tide of horrors. The destruction of the elven society was both great and swift. A mist rolled upon the land for months, carrying with it eldritch beasts which knew no end to their hunger, satiating what they could on the bones of the doomed civilization. Only the elves which fled their homeland survived absolute annihilation, but were cursed to forever wander the mortal plane in want of their true home. Some of the most devout followers of The Voice still whispered its praises in secrets as they've travelled across the continents. Tasked to bring a restored Æther to new lands and share the secrets of The Void with only the most virtuous souls dedicated to Truth and Good. [Feat] Inheritors of The Void The Void is an enigmatic realm of constant change. Realities branch out and die many times over, yet, The Void persists as the chaotic haze which creation is nestled within. Scholars and magi, since time immemorial have tried to uncover just what exactly The Void is. However, as hard as some might try, the elusive nature of The Void always devolves into theories, and complexities that overtake the truly small grasp we have on what the source of arcane magic is. Some say The Void is nothingness. The complete abstract notion which contradicts creation itself; known as anti-creation. Others say The Void to be a plane that harbors many forms of life known as Voidal Horrors. These diverse entities rarely escape The Void's maw, but are known to occasionally enter Creation where the Veil is most thin; in places such as, Voidal Tears or Voidal Hollows. Generally, invasions through these means are smaller in scale and often consist of a few dozen Horrors entering a given plane. Although, larger incursions may occur once when a large sections of The Veil are ruptured. These wounds to Creation cause great destabilization to the natural laws of Creation as a large fluctuance of magic floods creation with Aetherius. This floods the various corporeal and incorporeal planes with chaotic energy that will transmogrify the planes natural laws. One of the effects of this transmogrification is that is causes a great thinning of veil upon a host Plane which allows Greater Horrors and Voidal Behemoths to open Voidal Rifts that they may use to invade an entire plane. So terrible is a Greater Voidal Incursion, they they can only be overcame through a combined effort between the various Mortal and Immortal beings to repel the Horrors and repair the Veil. What we do know is The Void to be a vast realm which spans the physical and non-physical realities, and bundles them into one. It is the source of arcane magic, and a place which houses the mind planes of an array of horrors. We also know that souls which are brought in direct exposure with The Void do not last long and quickly dissipate; annihilated by the void. Inheritors of The Void are the in-between; an entity bearing birthmarks from both creation and non-creation. They are walking paradoxes who carry a seed of The Void within their souls. This tether seminates the soul with raw voidal influence and shapes it through a Metanoic change that eternally wracks the soul with visions of grandeur as their minds are under constant symbiosis with infinity. Like moths to a flame, Alien minds plague the Inheritor’s who are under constant psionic bombardment in the many tongues of Moon-speak. Yet, the true bounty of The Inheritors of The Void is the Voidal Seed itself. Acting as a throughline between the mortal's consciousness and the void. Inheritors have some degree of control over their voidal seed which they may use to manipulate the contents of souls, alter the world around them, and to interact with mind planes. Inheritors may also draw meaning from the runes of The Aether, a scroll which holds the secrets of The Void within it. Normally, The Aether’s knowledge is hidden behind a metaphysical wall which acts as an obstacle to would-be readers. Yet the scrolls will open its wisdom to any with a voidal seed, and will imprint its meaning upon the mind's eye in a less risky manner than those not blessed or cursed with a seed. Ultimately, the Inheritor is a being destined to spread the revelation of The Void upon creation, whether it is of their own will or anothers. [Explanation] Voidal Seeds Voidal seeds are gateways to the void which are embedded within a mortal's soul and are known to either curse or enlighten its Recipient. There are two seeds which are known to descendancy, and represent the eternal duality within unity. These are, the Seeds of Fluctuance and the Seeds of Radiance. The Seed of Fluctuance This seed is created through a metanoic ritual, in which an Inheritor fills a section of a recipient's soul with mana, which is quickly dispelled to form a vacuum in the soul. This tears at the very fabric of the soul’s essence and forms a two-way hole which expels a stream of unfiltered voidal energy into the recipient's soul. This volatile form of active mana is hereby known as Aetherius. This constant influx of Aetherius alters the souls' very structure and wracks the Inheritor with apocalyptic visions which increase in severity as the seed develops. Inevitably this large influx of raw Aetherius will pollute the mind of its Inheritor with dark and fearful thoughts that may cause erratic and poorly thought out decisions under the guise of safeguarding the Inheritors life. The Inheritor of a Seed of Fluctuance is highly susceptible to psionic attacks from voidal horrors who are likely to promise power and safety in exchange for service or worship. Though, others may skirt this tactic entirely and simply take control of the Inheritors' mind upon a successful mental siege. Seeds of Fluctuance mature more voraciously than the Seed of Radiance, and may mature to its full ripeness if left unchecked. Yet, as a sacrifice for this quickly earned power, the corruptive effects of the Seed of Fluctuance will inevitably turn its Inheritor into a void stalker, further sundering their soul to the maddening nature of the Void. Effects Mental Self Obsession Increasingly Maddening Revelation Extremist Ideology Nightmares Whispers At The Back of One's Mind Nihilism Existential Dread Apocalyptic Hallucinations Progression Tier 1 Lasts for 2 Weeks Tier 2: Lasts for 2 Weeks Tier 3: Lasts for 4 Weeks Tier 4: Lasts for 4 Weeks Tier 5: Maximum Tier Upon reaching T5 Inheritors with the Seed of fluctuance will be turned into a Voidstalker The Seed of Radiance The Seed of Radiance is a voidal tear surrounded by a bundle of pale green-white bundle of mana implanted within a recipient’s soul. This seed is created through a metanoic ritual, in which an Inheritor fills a section of a recipient's soul with mana, before dispelling the mana back to the void. This act tears at the very fabric of the soul’s essence and forms a two-way hole which expels a stream of Aetherius into the soul. Then a bundle of pale hued mana is created to stabilize the flow of volatile mana which allows only a fraction of Aetherius to pass into the soul of the Inheritor. This fractional amount, despite its quantity; engorges the soul with a constant influx of raw mana which causes a Metanoic imbalance that mutates the soul overtime. This is like some Aengudaemons who choose to fuel their powers with tethers to the void on their Immortal Planes. The seed of Radiances acts similarly; awakening the recipient's soul to the power of the Void by marrying each together into one. This imbues the uninitiated Inheritor with a connection to the void, and gives them the inner knowledge to meld their mind and soul together to become a Conduit of Enlightenment. The Seed of Radiance feeds the Inheritor’s mindscape with visions of past, present, and future. Though, unlike visions and prophecies read directly from the Aether; the natural visions an Inheritor receives occur at random intervals and are generally unclear, presenting no specific details beyond abstract images, and words. This often compels Inheritors to seek out the Aether’s whereabouts so they may learn more about their personal visions. In its essence, the Seed of Radiance is a controlled tether to the void, and does not normally overflood the Inheritors soul with corruptive energies like the Seed of Fluctuance. Rather, the Seed of Radiance is a Metanoic change to the soul that grows as the Inheritor themselves develops. Though, there are certainly still risks associated with the Seed of Radiance. Other than the body of an inheritor being subject to voidal poisoning, the Inheritor is also under the great risk of an invasion upon their mind by voidal entities. Like the name implies, the Seed of Radiance shines brightly within the void and attracts the eyes of many horrors. Those of a more malevolent disposition are likely to enact incursions upon the Inheritor whereby they bombard them with constant psionic attacks in an attempt to dull their fortitude and take control of the Inheritors mortal vessel. Horrors that are already manifest upon the mortal plane would also seek out Inheritors, who, when consumed by a horror, empowers the voidal denizen and moves them up the voidal hierarchy. Effects Self Nullification Temperance Existential Dread Fixation Upon Good and Evil Logus Centered Martyrdom Idealization Progression Tier 1 Lasts for 3 Weeks Tier 2: Lasts for 3 Weeks Tier 3: Lasts for 6 Weeks Tier 4: Lasts for 6 Weeks Tier 5: Maximum Tier [Magical Effects] Casting Tells Pupils may change shape and size when connected to the void Whites of a characters eyes will turn their aura color when connected to the void Aura and mana may take a more physical form around the caster and their spells (ranging from: dust-thin gelatin) Can’t be used for a combative advantage Misc Effects Other Magical Effects All enchantments created with or by an Inheritor will become slightly sentient; and may whisper in the minds of their wielders either blessings or curses. Inheritors are never subject to Thamburn The Voidal Seed imparts Voidal Weakness. Subject to occasional psionic invasions by Horrors. Unaffected by the volatile effects of Voidal Hollows All fire within a 20 meter radius around the Inheritor turns the shade of their aura color [Abilities] T1- Moonspeaker- Non-combative- Passive/Active So entrenched are the ways of psionic communication in the lifestyle of a Voidal Horror that some observers believe it is as innate as oral communication is to a descendant. Inheritors of a Voidal Seed Likewise are imbued with this ability to communicate amongst themselves telepathically. T2- Manifestation- Non-Combative- Active So connected to the void is the Inheritor that physicality is no longer a barrier to assert their arcane will upon the mortal plane. From this point onwards, the Inheritor may interact with the world through a non-local avatar. T3- Voidal Monarch- Non-combative- Active Through a set of powerful rituals an Inheritor may manipulate the land around them to create Voidal Monoliths, Heaths, and Voidal Hollows. T4- Reawakening- Non-Combative- Active Inheritors may learn to tug at the threads of potential to recoalesce dead Inheritors voidal seeds back into a mortal form. T5- The Crown- Non-Combative- Active When the time is right, an Inheritor may ascend past the stars and form a mindplane in the eternal realm of the Void. This grants the Inheritor a form of immortality brought about by a permanent tethering of their soul to the abyssal plane.
  12. A New Journey The halls of House Xor were flushed with activity these past months. Some praise the house and say their rise was a natural consequence of their bloody determination. Some derogate from the praise and claim fear and the insecurity can make saints out of the strongest sinners. One thing is for certain, a bloody coup often lends well for its orchestrators, but only for as long as they can maintain the mantle of their quickly earned power. For now, the people choose House Xor. Horga Xor’s monarchic reign has not been smooth however. Political rivals from once great magic houses, logicians who opposed Xoric policy, and the vocal minorities who denounced the new regime were now hunted on the streets, and backwaters of Ghurim. This maneuver was intended to mimic the scorched earth tactics house Xor used to bade back invading descendant armies. Horga and his advisors thought the few dissenters who remained would have no foundation to channel their opposition, no ground to grow new weeds that could strangle the earth. Only one bastian remained… Outside of the main city of Ghurim, dissenters congregated in the ruins of an ancient elven fortress from a time before. Therein, their Seers scryed the magic laden in the hieroglyphs sprawled across the fortress, and uncovered a prophecy. All things lost are found again… The prophecy describes ancient pacts forged between the elves and a voice which ruled the cosmos. The voice wanted eyes, ears, and means to travel between their mind planes and the mortal realm. In return, the elves were given a seed of magic that assured their prosperity for as long as it was watered. The voice then rested. Some generations later, the elves reneged on their promise to water this seed. In response, the voice wrought destruction upon the lands of Ghurim, pestilence, plague, and complete chaos ravaged the thousands of elves who waited upon the altar of annihilation. Though the waterless seed withered, the voice did not rid the elves of their rite to water it. So, the few remaining who knew of its secrets cast it into the sea. There, the currents carried it to distant shores where it was ultimately buried and forgotten by most. The Bastian falls.. Upon catching whim of the gathering force, House Xor quickly besieged the ancient fortress with trebuchets of alchemist's fire, and ritual circles of evocationists which bombarded the fortress day and night for ten days. Only thanks to the shields of abjurationists were the dissenters able to survive for as long as they did. On the 9th day the dissenters knew they had lost the battle. The abjurationists tasked with defending the fortress were exhausted, many perishing due to the thaumburn incurred from the overuse of magic. Coming to terms with their impending doom, the leaders of the gathering decided to send a group of 5 of their youngest gatherers to deliver the prophecy to the Mother order of the Mages Guild currently based in Almaris. They knew If the prophecy fell into the hands of House Xor, this seed of magic would be coveted by the monarchs of the house for evil. So, they thought it better to leave the prophecy elsewhere in a continent untouched by the events in Ghurim. Upon the tenth day, the abjurationists wards crumbled entirely, and Xor fell upon the fortress. Therein, a legendary bout took place at the throne chamber of the elven citadel. Ice and fire clashed as Do’mathra, the guildmaster of the Ghurim mages guild fought valiantly against the fires of Horga Xor. Do’Mathra, despite his renowned ice spear technique was quickly overcame by Horgas firestorm and was turned to ash before all eyes which bore the duel. The dissenters who remained quickly surrendered or fell swiftly to the sword and sorcery of house Xor’s scions. Almaris and Beyond… After discovering five emissaries had been sent out of the fortress a day before its falling, Horga Xor personally sent 10 skilled agents to track down these youngsters, capture them, and bring the transcription of the elven prophecy back to Ghurim. A journey begins…
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